Graphics Programs Reference
In-Depth Information
Finishing the Wagon
Now that the railings are done and you have test renders, there are only two parts left to
texture: the bullnose front of the wagon and the metal handle and screws. From here,
take your time and create a bump map based on a fractal, as you did for the tires, and
apply it to the bullnose's black shader. Figure 7.107 shows a nice subtle bump map on the
bullnose.
Figure 7.107
A nice bump for the bullnose
And last, you'll need a metal shader for the screws, bolts, and handlebar for the wagon,
just as you did for the axe exercise earlier in the chapter. Use a Phong shader with a blue-
gray color and a low diffuse value, and assign it to all the metal parts of the wagon, as
shown in Figure 7.108. You can then add an environment map to the reflection color, as
you did for the axe earlier in this chapter to give the metal a reflective look.
Because metal is a tricky material to render, and a lot of metal's look is derived from
reflections, you'll finish setting the Metal shader's attributes in Chapter 11 when you
render the wagon. You'll enable raytracing to get realistic reflections and gauge how to
best set up the Metal shader for a great look.
Figure 7.109 shows the wagon with all its parts assigned to shaders. Figure 7.110 shows
a quick render of the wagon as it is now.
You can load the file RedWagonTexture_v04.ma from the Scenes folder of the RedWagon
project to check your work or skip to this point.
Figure 7.108
Select all the metal
screws, the bolts,
and the handlebar,
and assign the Metal
shader to them.
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